Comment by rrcp1us

is this a new item after the patch? because getting exalted by doing 4 quests doesn't really seem that easy, or do I have to repeat those boring quests over and over again? :p

Comment by Jilkon

Does the Rejuvenation one proc on tics (like Warlock and Priest versions) or only on cast? Seems a bit dumb that you'd have to recast Rejuvenation before its duration is up to get it to benefit from the trinket.

Comment by Sgtown

worthless for resto imo. There are a lot better trinkets, ones where you can control the proc if you want a +healing trinket, and even better ones if you want mana regen (talisite owl, bangle of endless blessings, ony's trinket, lower city prayerbook, etc etc)

Comment by Yggdrasil

Hmm, looks kinda nifty for a Moonkin Druid like me.

Comment by oioi

Evaluating the actual buff this trinket will give is not easy, especially when looking at the Rejuv buff. Even formulas like the one Firebug uses wont give an accurate representation because you will not cast a rejuvenation exactly every x seconds. In a fight you might cast 5 rejuvs after each other and then none for 20 seconds, which is hard to put into simple formulas.So thats when i remembered my course of Mathematical Simulation, which taught some techniques that you can use to simulate this kind of behavior. I will put a bit of the technical stuff below but this is my findings for the Rejuvenation part.

I made up this table like this: Casting rejuv once every X seconds on average will mean the buff will be up Y% of the time, giving an actual buff of Z healing.

What I did was use one of my old M/M/1 Matlab files and adjusted it to simulate rejuv casts. For each average number of casts I simulated 100.000 fights of 10 minutes. The only problem I ran into, was that because Im using a Poisson-process to simulate 'inter-cast-times', it would sometimes come up with 'inter-cast-times' of less than 1,5 secs, which of course isnt possible, so I simply rounded up low casttimes to 1,5. This has some effect on especially the simulations with lots of casts per minute. This means that the actual effectiveness of the trinket is probably a few +healing higher when casting rejuv once every 2-3 seconds, but for the rest this effect is negligible.

Comment by oioi

Just got the trinket, and theres some things that are not really new mechanics but worth mentioning since not everyone will probably realize all of this (for the rejuv part):

- The buff will not effect the rejuv it procced on, only the spells cast after this. This means that you have 6,5 seconds to cast buffed heals.- The buff wil not effect any HoTs that are already running.- A HoT cast whilst the buff is up will keep ticking for the buffed amount, even after the buff wears off.- When you have a buffed rejuv running on a player, and the buff wears off, you cant renew the rejuv, because you will get the 'a more powerfull buff is already active' error. This can be annoying when you are keeping a rolling rejuv running on a MT for swiftmends.- And (obviously) the trinket can proc while the buff is already up, it will simply reset the timer to 8 sec.

Comment by Dranach

man i'd love this trinket as a moonkin, as PvE moonkins mostly spam starfire, this would be imba...Any hidden CD?

Comment by Brachamul

I'll do the Feral calculations on two different cycles.12 seconds (Ideal cat rotation)15 seconds (Realistic cat rotation)I'll assume the person never misses his attacks.

On average out of 10 mangles, meaning 120 seconds or 150 seconds, you will get 4 procs, meaning 4 times 8 seconds under +140 strength. That is 32 seconds under the effect of the trinket every 120 or 150 seconds on average.

140 strength is brought to 350ap with BoK, SotF and HotW.

Thats 350ap 21% to 27% of the time.

So a constant average of 75 to 95ap. Not really worth it at all.

You have to factor in the fact however that out of the 12 or 15 seconds rotation, your Shreds will almost always be under the effect of +140 str after you have procced. So i imagine you could get pretty extreme shreds by wearing both the Everbloom idol and this at the same time.

----

However this is a nice trinket to use together with the 2-piece T6 bonus and the Idol of Terror, because with all of these your mangles cost 30 energy and buff you with 65 agility and 140 strenght pretty constantly.

To be used only in cases where you have to hit frontally of course.

Comment by Brachamul

Provides 75 constant ap for a 15 second rotation, and a 95 constant ap for a 12 second rotation.

Only really usefull if you are DPS from the front.

Also nice if you want nice Shred crits.

Can be used effectively with the Idol of Terror and the 2-pc T6 bonus.

Comment by Hamdy

Assume the worst case scenario for it: IS, MF, SF x 4 rotation with no crits. This will produce the lowest amount of Moonfires per "rotation" (the rotation is a bit dynamic due to Nature's Grace which will allow you to squeeze in more Starfires and proc it more, but let's just assume the worst here). This rotation is essentially 4 Starfires every 15 seconds (3*4 + 1.5*2). On average, you'll get one proc per rotation since 25% of 4 Starfires is 1. So, every 8 seconds of every 15 second rotation will have the +150 damage buff. This is, on average, +80 damage which EQUALS the Darkmoon Card: Crusadein the worst case.

If you crit once, your rotation will remain the same except it will be 0.5 seconds faster (14.5). So, recalculating, you'll get an average of +83 damage.

Now let's consider a real BT/Hyjal Moonkin rotation. There are two, really: MF, SFx4 (or more with 1+ crits) and Starfire spam.

For MF, SFx4, you will be doing 4 Starfires every 13.5 seconds (in the worst case). This yields an average of +89 damage.

For Starfire spam, you'll do 4 Starfires in 12 seconds (again, worst case). This is +100 damage on avergae. Say you have 10% haste and your Starfire cast time is 2.73 seconds. The average damge from this trinket would then be +110 damage. Again, this is not even factoring in Nature's Grace which will shave off another 0.5 seconds and increase the average damage.

Bottom line: this is an amazing trinket for raiding Moonkin.

Comment by Kaitain

This trinket is very nice for a PvPing feral.

The melee DPSing component of the trinket is very respectable as the posts near the top of the thread state. For a passive proc, mangle is perfect. The strength buff is up a huge amount of the time, and exactly when you need it. But you will also get considerable use out of the healing component.

If I am making a quick switch to some healing I first will normally switch to my healing weapon and offhand while moving into a good casting position. When i pop out I often start with a rejuv (i do this whenever possible now i am using this trinket) and 25% of the time i get an immediate proc that lasts for more or less exactly the length of time I am likely to spend healing. With healing weapon equipped, full feral PvP gear, Nuturing Instinct talent, and this proc active, I have 1370 +healing.

It's a shame it isn't an honor bought item though as I don't expect many pvpers have access to this.

Comment by joeshmoelb

trinket is useless in comparison for the other trinkets available at this gear level. Only Spec that i think would get the benefit from this(and i haven't tested it) is Moonkin druids. But im still sure there are better options elsewhere

Comment by sigi

Im using a feral specc that focus on Mangle as only DPS ability. With T6 (2) bonus i get 5 less energy cost of mangle, and with the new cat talent i push it down an additional 6 energy. This makes my Mangle cost 29 energy - and by using that as my main DPS ability I got this trinket procc up at almost every fight.

In addition I don't need to put a lot of talents in Shred buffers, I can go deeper into tanking talents because i rarely DPS in raids - im mostly dpsing only when im alone grinding and that favors mangle over shred anyway.